Академический Документы
Профессиональный Документы
Культура Документы
Daniel Hindes
dhindes@sneakybastards.net
ART DIRECTOR
Richie Hull
richiehull81@gmail.com
ILLUSTRATORS
AJ Hateley
www.gametee.co.uk
Dona Vajgand
www.dona-v.com
CONTRIBUTORS
AJ Hateley, Luke Thompson, Jill Scharr, Justin
Keverne, Nels Anderson, The Drunken Whaler
CONTACT US
taffer@sneakybastards.net
www.sneakybastards.net
Twitter
@sneaky_bastards
Facebook
www.facebook.com/sneakybastards
Steam Community
www.steamcommunity.com/groups/sneakybastards
DISTRIBUTION
HP MagCloud
www.magcloud.com
WITH SPECIAL THANKS
CONTENTS
04. ORIGIN STORY
The first ideas and designs behind the
inception of Dishonored
WATERY GRAVES
It is unclear what manner of plague
afflicts Dunwall. In-game writings suggest
that Pandyssian rats are the carriers of
plague, bringing the disease from oversea. The plague is unlikely to be bubonic
as there is no characteristic large-scale
die off of rats, as observed in London,
who are as equally vulnerable as humans
to this type of plague and are unable to
survive it. The weepers, however, present
a clue. Their painful coughing points to
a likely diagnosis of pneumonic plague,
transmitted via infected sputum and
inhalation, and requiring no flea or rat
vector for the contagion to spread. Once
contracted, it is always lethal. This is
the type of plague associated with the
childrens rhyme, Ring-a-ring-a-Roses, in
Art: Alteya
http://alteya.deviantart.com
11
BUT, ALAS,
SHE IS A
WOMAN
12
Jill Scharr
14
15
16
DECONSTRUCTING
DUNWALL
As Corvo kills his way through Dishonoreds high society whilst Daud
explores its darker fringes, JUSTIN KEVERNE keeps to the shadows and
OFFERS level design analysis for the entire journey
DISHONORED
18. Prison Break
The Empress Death and the Escape from
Coldridge
20. Whats Your Poison?
The Office of High Overseer Campbell
24. Dunwalls Disorderly House
The Pendleton Twins and the House of
Pleasure
17
Prison Break
Tomorrows execution will be restricted to personnel
assigned to the event and approved dignitaries only.
18
19
Whats Your
Poison?
Half the citys dead with the plague, the other halfs
fighting over whats left.
20
Largely inaccessible
from street level,
a number of the
buildings on
Bloodox Way can
be entered through
their upper floors;
within, you are
greeted with little
tableaux of decay
and misery.
Dunwalls
Disorderly
House
24
In such a densely
populated urban
environment, The
Golden Cat is profligate
in its use of space. Set
back from the road,
space that elsewhere in
the city is at a premium
is taken up with an
extravagant garden.
25
Art is Never
Finished
Citizens and visitors to our city, by order of the
Regent, the curfew is now active!
28
At numerous points
along Kaldwins Bridge,
you will find yourself
pushed out to the sides
or down to the waters
surface. Each occurrence
reinforces your position
relative to the water.
Hanging out over the
side, you can see the
rest of the bridge
curving to the left ahead
of you.
29
Death of
the Party
Half the city can see the lights from the party, and
they dream of the delights inside.
32
The streets
surrounding the
Boyle estate feel
like they inhabit
a different
world, poorly
illuminated
compared to the
extravagance
that neighbours
them they almost
fade into the
background.
34
A large gallery
occupies the
space between the
bedrooms of Esma
and Waverley.Within
can be found one of
Sokolovs paintings;
in this case, the
esteemed Vera Moray,
who you may know
better as Granny Rags.
deserted location.
Upon exiting the Boyle Estate, one of
the Tallboys patrolling the far bank of the
canal will have moved, forcing Samuel to
retreat beyond the furthest gate. If you move
fast enough, you can swim under before it
closes, otherwise you will need to avoid the
sweeping search lights of the Tallboys to
reach him from street level.
The Boyle Estate is a study in
superficiality.The three sisters have chosen
to present near-identical visages to their
guests, but underneath they are in conflict,
their individual personalities fuelling distrust
and paranoia. Similarly, the bright lights
and glamour of the party conceals the
venality and corruption beneath, the guests
Tower Fall
If the Empress had been as well guarded - how
different things would be now.
36
39
The Hangover
Here you are at last in, a ruined and drowning world.
40
41
Home,
Sweet Home
Emily was there when the killing started, poor child.
I hope she hid her eyes.
42
Friday
Night Lights
Throughout Dishonored, the actions you take as Corvo Attano have had an impact on the state of
the world, shifting it either toward Low or High Chaos. Certain parts of each level change depending
upon your current Chaos level. These variations are often subtle and primarily observed as changes
to dialogue and character reactions; the most visible alterations within each level are in the number
of Weepers and rat swarms. Since The Flooded District, these changes have become more noticeable,
culminating in the explicit separation of the final location in The Light at the End into two different
missions, each with a different climax, depending on your final Chaos level.
storm is hammering
Kingsparrow Island, the sky
filled with dark clouds and
rent by brilliant flashes of
lightning. The entire tenor of
the High Chaos assault on Kingsparrow
Island takes on a bleaker aspect; an end,
compared to the new beginning suggested
by the daylight infiltration of the Low
Chaos variant. No matter your actions here,
Dunwall is in ruins, maybe never to recover.
The divisions that were beginning to
show between Havelock and the others
have finally fractured, with the Loyalists
consumed by internecine fighting by the
time you reach their stronghold. Martin
controls the Fort and has the most men
with him, though Pendleton has fortified
the Gatehouse and stands between Martin
and Havelock, who has retreated to the
top of the Lighthouse.
Now High Overseer, Martin is as
arrogant as ever. After his shouting match
with Pendleton, he retires to the room
overlooking Pier A to plan his attack.
Pendleton, collapsed on the floor near
the freshly blown hole in the Gatehouse
wall, has already been shot. He will die
soon enough, though you can still help
him on his way. Admiral Havelock appears
46
The smaller
gantry below
the main bridge
houses the
control panel for
the Arc Pylon,
while the floor
of the bridge will
protect you from
its discharge.
47
48
The hallways
within the Fort
are cramped and
evoke a feeling
akin to being on
a submarine. They
offer short sight
lines and few
places to hide, if
you encounter
a patrolling City
Watchman you
will need to react
immediately.
The suspension
cables that connect
the Lighthouse to
Kindsparrow Island and
the surrounding rocks
can be scaled with some
lateral thinking. Using
them, you can reach the
foot of the Lighthouse,
avoiding the Fort and
Gatehouse completely.
49
Butcher Bay
The Empress was different. This time, you cant just fade
away into the shadows. There will be consequences.
50
An inversion of the
divide between
light and dark seen
in Coldridge Prison
or the Office of the
High Overseer, the
primary means of
illumination comes
from the skylights in
the roof high above,
leaving the floor of
the Slaughterhouse
in gloom.
51
Legal Action
Its them or us. No room for heroes in the time of
plague.
52
THE SURGE
With Overseers patrolling the
former Chamber of Commerce
that serves as hideout for the
Whalers, Daud needs to rescue
his followers before he can
continue his investigation of
Delilah. Where Corvo was an
invader, working his way in
and up, to Daud this is home,
more familiar to him than The
Hound Pits was to the Lord
Protector. Progress through
the environment is based
around moving outwards
and reclaiming territory. The
spatial knowledge players will
have developed exploring this
level as Corvo reinforces a
sense of an altered familiarity
and allows for a non-linear
arrangement of Dauds
objectives. Combined with an
increase in the density and
frequency of Overseer patrols,
The Surge is one of the hardest
encounter spaces in the game,
in an environment that may be
one of the more familiar.
53
The Great
Escape
Get me out of this damn thing and Ill fly.
54
The contents of
the cells within
Coldridge, including
the specific location
of Lizzy Stride, is
randomised each
time you play,
so exploring the
prison blocks first
is important if you
are to avoid wasting
time opening cells
that hold little of
value.
Gangs of
Dunwall
56
Rendered in autumnal
colours, deep reds and
oranges, Drapers Ward
is in decline but not
yet entirely devoid of
life. Once an industrial
centre, then the height
of fashionable Dunwall
society and now a
warzone, what Drapers
Ward will become once
you are through it is yet
to be seen.
57
The Death
of Art
Theyre getting in and out of the house somehow, but
I havent spotted it.
60
Sitting in a valley,
with other housing
looking down from
above, Brigmore
Manor is protected
from both the
elements and hostile
intent. Sheer rock
walls rise on either
side with a fence
constructed between
them, while tall stone
pillars flank the nowovergrown path to
the front door.
Though largely
structurally intact,
the inside of
Brigmore Manor is
in ruins. Stagnant
water sits ankle-deep
throughout most
of the ground floor,
while many of the
rooms and hallways
on the floor above
have collapsed so
completely as to be
inaccessible.
Art: J.C.
http://risingmonster.deviantart.com
THE ASSASSINS
APPRENTICE
THE
STEALTH
REVIEW
Perched high above Dunwall, DANIEL HINDES and
CONTENTS
68. Stealth and Verticality
67
Art: ViaEstelar
http://viaestelar.deviantart.com
SUPERNATURAL SNEAKING
By exploiting Dunwalls verticality,
players can employ highly active and
deliberate abilities to create new stealth
opportunities not seen in other games.
The basic process of sneaking up behind
guards one-by-one, knocking them
unconscious and hiding their bodies
can be imbued with newfound rapidity
by Blinking to and fro even whilst
shouldering a guards snoring weight.
Simply avoiding enemies lines of sight
can be accomplished with speed and
specificity, as Corvos teleportation is
silent and near-instant.
But its the rest of Corvos supernatural
repertoire that hints at higher-concept
methods of sneaking. The ability to
possess animals, and later human
beings, effectively allows Corvo to hide
inside the body of an NPC. In certain
areas, this possession-based stealth
offers the path of least resistance
as numerous security devices, such
as Walls of Light, Arc Pylons and
Watchtowers, combine to automatically
render Corvos physical form hostile 70
Moving through
guards in a
possesed body
may arouse
slightly confused
comments, but
never suspicion.
When it all
goes belly-up,
possessing a rat and
weaving through
the stampede of
pursuing guards
provides an effective
escape tactic. Just
dont get stepped on.
WIND BLAST
Put out light
sources, like
candles or
fireplaces, from a
distance.
71
DUNWALLS INTELLIGENTSIA
One highly traditional aspect of stealth
gameplay that Dishonored retains is full
audio propagation through the environment,
with objects like doors naturally muffling
sound. However, different surface materials,
despite emitting audibly different footstep
sound effects, do not affect the amount
of noise Corvo makes as far as the NPCs
will recognise. Furthermore, crouching
enters into an entirely silent mode of
movement, whilst also allowing silent
drops from negligible heights. This changes
the way players approach the navigation
of Dishonoreds spaces; without the need
to take changes in surface material into
account, the physical movement aspect of
stealth receives an immediate speed boost.
This also allows players to focus their
attention the artificial intelligence of
Dishonoreds enemies, who have been
designed to clearly communicate their
current gameplay state. Lightning boltshaped awareness lines convey their
staged progression of suspicion; one line
results in an audio bark; two lines cause the
guard to stop and look in the disturbances
direction; three lines see the guard move
and investigate.
72
Remaining in a
hiding spot such
as this provides
immediate visual
concealment.
Though Corvo is
able to bypass
this Wall of Light
easily, alerted
guards will begin
looking up.
Opportunistic
players can fire
the miniature
crossbow to
create a localised
distraction.
PIEROS ARSENAL
The key weapons and items that can
be redeployed in a stealth context.
CORVOS
SWORD
Can be used to
hit surfaces and
cause an audible
disturbance.
CROSSBOW
Firing a bolt will
create a noise
that guards will
investigate.
REWIRE TOOL
Can be used to
invert security
systems like
Watchtowers.
Dark Vision is
incredibly useful
- perhaps too
much so.
75
Lady Emilys
drawings take
on a darker tone
when Chaos is
High.
77
SYSTEM
SHOCKERS
Sneaky Bastards speaks to SETH SHain, Producer and
Systems Designer at Arkane Studios, about the evolution of
Dishonoreds supernatural stealth gameplay
If Corvo Blinks,
Possesses
something or
uses Bent Time,
the guards
exhibit a general
state that shows
they notice he
has disappeared.
80
Stealth in
Dishonored is
extremely fast.
Even the time it
takes to choke
out a guard can
be reduced with a
bonecharm.
Crossing a loading
zone into a new
area often places
Corvo in a small,
safe anteroom,
giving him the
chance to observe
the dangerous
environment
beyond.
83
BLUE
STREAKS
84
85
88
JEREMY ROMAND
http://caparzofpc.deviantart.com
JULIA FROST
http://nonparanoid.
deviantart.com
JULIA FROST
http://nonparanoid.
deviantart.com
VAL BABAYANTS
http://vbabylon.
deviantart.com
89
ROSIANA
www.aorchard.com
IAIN HENDERSON
http://brampf.tumblr.com
90
IAIN HENDERSON
http://brampf.tumblr.com
91
92
MATVEY SAPEGIN
http://sapeginm92.deviantart.com
SHELBIE
KONIRATHRAX PILCHER
http://konirathax.daportfolio.com
RISINGMONSTER
http://risingmonster.deviantart.com
93
THE
INSIDERS
Co-creative Directors Raphael Colantonio AND Harvey
Smith ON THE genesis OF DISHONORED, MANAGING chaos
and crafting aN IMMERSIVE world
94
95